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Lets design a Warlord for 5th edition
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<blockquote data-quote="Tony Vargas" data-source="post: 7380607" data-attributes="member: 996"><p>That far, anyway. ;P</p><p></p><p> Saving throws are abysmal in 5e, so I don't suppose it matters much. Fighters shouldn't be limited to just good CON & STR saves, for instance. :sigh: But, there's no reason to expect one class to fix that.</p><p></p><p> Meh, every warlord should be able to access healing word from level 1, if they choose to use whatever their core daily resource pool turns out to be on it. None should be forced to. (Expected, certainly, especially if they're the party's sole support, but it doesn't need to be hard-coded like Laying on Hands.)</p><p> HD are, and they are functionally similar - use 'em to restore hps on a short rest, gain them back on a long rest. They're just... less so.</p><p></p><p> So, you're saying that inspiring word and 2 other minor tricks is equivalent to 15 1st-level spells (WIS mod + level + 2 (domain) spells prepped, 2 slots to cast 'em spontaneously), 6 cantrips (3 of them known), and 1st level domain abilities?</p><p></p><p>... and resourceful, and skirmishing, and insightful... Or they could work from the concepts to find things that might work better now that 5e has looser design guidelines.</p><p></p><p> We haven't heard much on the topic, but it seems like short-rest healing is off the table.</p><p></p><p> Is there some issue with just a bonus to the die roll? CHA, for instance, good for inspiring warlords, not so great for tactical?</p><p></p><p> That's a flaw of that specific ability, yes. It's not endemic to the concept. Obviously, as characters get more more levels, more hps, and more HD, they're ability to recover naturally improves in proportion to their ability to avoid serious injury.</p><p></p><p> That's weirdly inconsistent and complicated, and it accomplishes nothing - at least, nothing good. </p><p></p><p> You are, however, far behind the curve of a 5e support class. Remember, this is supposed to be a Warlord for 5e, not 4e.</p><p></p><p> Only moderately appalling.</p><p></p><p> Still a non-starter, with healing being calibrated as a daily resource. Bonus actions are not the greatest most functional thing in 5e, it's not surprising that Mike's personal variant give up on them. Same, to a somewhat lesser degree with Reactions. </p><p></p><p>One of the things about action granting, for instance, is that if it consumes your action, and an ally's reaction, it cuts off a lot of options for both of you, the price is extremely high, even if there's no resource consumption.</p><p></p><p> I'm not shocked. </p><p></p><p> C&GI, still not magical. Nice try though. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7380607, member: 996"] That far, anyway. ;P Saving throws are abysmal in 5e, so I don't suppose it matters much. Fighters shouldn't be limited to just good CON & STR saves, for instance. :sigh: But, there's no reason to expect one class to fix that. Meh, every warlord should be able to access healing word from level 1, if they choose to use whatever their core daily resource pool turns out to be on it. None should be forced to. (Expected, certainly, especially if they're the party's sole support, but it doesn't need to be hard-coded like Laying on Hands.) HD are, and they are functionally similar - use 'em to restore hps on a short rest, gain them back on a long rest. They're just... less so. So, you're saying that inspiring word and 2 other minor tricks is equivalent to 15 1st-level spells (WIS mod + level + 2 (domain) spells prepped, 2 slots to cast 'em spontaneously), 6 cantrips (3 of them known), and 1st level domain abilities? ... and resourceful, and skirmishing, and insightful... Or they could work from the concepts to find things that might work better now that 5e has looser design guidelines. We haven't heard much on the topic, but it seems like short-rest healing is off the table. Is there some issue with just a bonus to the die roll? CHA, for instance, good for inspiring warlords, not so great for tactical? That's a flaw of that specific ability, yes. It's not endemic to the concept. Obviously, as characters get more more levels, more hps, and more HD, they're ability to recover naturally improves in proportion to their ability to avoid serious injury. That's weirdly inconsistent and complicated, and it accomplishes nothing - at least, nothing good. You are, however, far behind the curve of a 5e support class. Remember, this is supposed to be a Warlord for 5e, not 4e. Only moderately appalling. Still a non-starter, with healing being calibrated as a daily resource. Bonus actions are not the greatest most functional thing in 5e, it's not surprising that Mike's personal variant give up on them. Same, to a somewhat lesser degree with Reactions. One of the things about action granting, for instance, is that if it consumes your action, and an ally's reaction, it cuts off a lot of options for both of you, the price is extremely high, even if there's no resource consumption. I'm not shocked. C&GI, still not magical. Nice try though. :P [/QUOTE]
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